A New Action System?

theoremtank

First Post
I have attempted to revise and further abstract the current Action System in D&D 3E. For many, the Action System as described in the Player’s Handbook is often redundant and ambiguous as to exactly what you can perform in a given combat round. There is redundancy in that the amount of time in a Standard Action is equivalent to that of a Full-Round Action. There are unnecessary names such as “1-Action Spell”, when the designers should have just labeled them Partial Action Spells. There are often printed inconsistencies in the way people refer to single Partial Actions as Standard Actions, yet a Standard Action is generally deemed to be equivalent to a Partial Action plus a Move-Equivalent Action. In any case, I have created a system that does not change the current mechanics, just the way you think about actions. That is you are still able to perform the same amount and type of actions in a combat round; no more; no less. The primary focus of this system is to clarify what can be done in a combat round and eliminate redundant terminology.


House Rule: “The Major - Minor Action System”

Action Types: Full-Round Action, Major Action, Minor Action, and Free Action.

Key Concepts to the System:
• A round is composed of a Major Action and a Minor Action.
• A Full-Round Action is equivalent to a Major Action and a Minor Action.
• A Minor Action may always be substituted in place of a Major action, but never the other way around.
• You may perform your Major and Minor Actions for the round in any order.
• If the actions you perform do not involve movement, you may move 5 ft. during the round.

Converting the Current Action System to the Major - Minor Action System:
• All Actions labeled as Partial Actions, Standard Actions, and 1-Action spells become Major Actions.
• All Actions labeled as Move-Equivalent Actions become Minor Actions.
• Full-Round and Free Actions remain as they are described in the Player’s Handbook.


According to the above, I have converted most actions listed in the Player’s Handbook and System Reference Document.

Major Actions: Activate magic item, Aid another, Single Attack (melee), Single Attack (ranged), Bull rush, Cast a spell (1-action)*, Change form (shapeshifter), Concentrate to maintain or redirect a spell, Dismiss a spell, Feint, Heal a dying friend, Overrun (charge), Ready, Ready to interrupt spellcaster, Readying to counterspell, Rebuke undead (use special ability), Strike a weapon, Strike an object, Total defense, Turn undead (use special ability), Use an extraordinary ability, Use spell-like ability, Use supernatural ability, Use touch spell on one target.

Minor Actions: Move base speed, Run at x2 base speed, Climb at ¼ base speed, Control a frightened mount, draw a weapon, Load a hand crossbow, Load a light crossbow, Loose a shield, Mount or dismount, Move a heavy object, Open a door, Pick up an item, Ready a shield, Sheathe a weapon.

Full Round Actions (only some examples): Taking multiple attacks due to a high base attack bonus (i.e. - Taking your initial melee/ranged attack and then your additional melee/ranged attacks), Casting a spell designated as a “Full Round” spell in the spell description (i.e. – Summon Monster), Load a heavy crossbow, Lock or unlock a weapon in a locked gauntlet.


* The term 1-action in my opinion is another redundant term in the core rules, under casting times in a spells description; it should just list partial action.

If you have issues with this system, or more importantly, can find any discrepancies covered in the original system and NOT this one, then by all means please give me your criticism. I recently began using this variant Action System in my campaign and the newer players seem to find it easier, while my veteran players find it more consistent.
 

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Um . . . isn't this just calling standard actions major, and move actions minor? it doesn't really change anything. I don't see the point.

I believe the d20 modern has some Action Point system, But as of now I have no idea as to how it works.
 

Exactly. Note that, for example, partial actions and standard actions are exactly the same and thus they should be named the same.
 


A few glitches

Looks OK, but I didn't see the equivalent of charge. I guess you could run(x2) and then attack, but that would leave you without a dex bonus (I think) and no +2 to hit.

And what of partial charge. Without that, zombies and slowed opponents are very bad off.

And it looks like you don't have run(x3) for heavily armored people and run(x5) for those with the run feat.

So other than a few minor problems, it looks OK. The real problem you'll have is that you have to teach it to everybody and if they play in another game they have to learn a new system. I think one is better off learning the current system once.
 

Haste

Pretty good system, I think I might end up using this terminology. One question, though: How does Haste work in this system?
 

Re: A few glitches

maggot said:
Looks OK, but I didn't see the equivalent of charge. I guess you could run(x2) and then attack, but that would leave you without a dex bonus (I think) and no +2 to hit.

"Charge" as described in the System Reference Document is a Full Round Action. This is a special inclusive action that combines a restricted type of movement with an attack (all bonuses and penalties apply as described in the PHB). It does not get split into a Major and Minor Action in my system. The PHB says a Charge is a standard action which contradicts the System Reference Document (SRD). So I'm assuming the SRD is the correct errata.



And what of partial charge. Without that, zombies and slowed opponents are very bad off.

"A partial charge is a charge you take as a partial action. It
works just like a regular charge, except that you can only move
your speed, not up to twice your speed as in a regular charge. " - D&D FAQ

Paratial Charge, like a regular Charge, is a special action composed of a movement and an attack (penalites and bonuses included) that occurs during a partial action and thus is a Major action in my system.


And it looks like you don't have run(x3) for heavily armored people and run(x5) for those with the run feat.

According to the Players Handbook, a "Partial Run" is (x2) base movement and is thus a Minor Action in my system. I assume in the core rules that a character in heavy armor performing a partial run would only get (x1.5) his base speed, and consistently is still a Minor Action in my system. A character with the "Run Feat", who receives (x5) base movement in a full round, performing a partial run would get (x2.5) base speed as a Minor Action.


So other than a few minor problems, it looks OK. The real problem you'll have is that you have to teach it to everybody and if they play in another game they have to learn a new system. I think one is better off learning the current system once.

I agree with this statement, however any house rule is subject to this problem. Before I start a campaign with my players I discuss all house rules in the first session. I make sure to emphasize how my system relates to, but differs from, the core action system. My players have (so far) found the "Major - Minor Action System" to be simpler in terminology while eliminating the ambiguity of the core action system.

Thanks for taking the time to throw some examples my way.
 
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Re: Haste

TwoSix said:
How does Haste work in this system?

Haste, as described in the core rules, grants your character an additional partial action. Since all partial actions become Major Actions in my system, Haste grants you an additional Major Action.

Thanks
 
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